Author
Topic: My first terrain (Read 16582 times)

This is my first terrain I've designed from scratch and brought over to LightWave 3D. It was built in 4096x4096. Exported height map, color map, flow map, wear map and deposition. And somehow mixed most of them into the surface in LightWave.

Quite happy with the result overall. Will try to make a snow version of the same terrain later.I'm not happy about the flat part on the top of the mountain though. I'd like to have a peak, but whatever I did, it just wouldn't make one. I'm looking into it.

I'm looking for a solution to use splat maps in LightWave. If anyone have a good idea, let me know!

Thanks. Yes I've used the same subpatched object for other landscapes which had a non-square heightmap, so it wasn't a 1:1 fit of the heightmap and textures.For the time being I prefer to use subpatched objects for terrain as the exported .obj can be very heavy.

With subpatched objects I can work in a very low resolution version while I'm figuring out lighting and cameras, much like you preview the terrain before a build.Once I hit RENDER, the render engine will bump the resolution of the terrain up a few notches and it looks better.

No, this is entirely made up in WM. I used the Extended Overlay macro to generate textures, and exported all of the different maps to image files to test and combine in LightWave, where I rendered using a HDR sky and a directional light.

About those edges, I use Modo and in the UV settings I changed the 'repeat' to 'reset' and that fixed the problem. Not sure what they would come under in Maya or any other 3D package but I'm sure its the same thing.

Looks rather nice I got 2 small points of interest Why didnt you add a small beach that would grasp the toes of those ridges by the water?And theres a little kinda reflectivness right between the grass/muddy area..